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1
Game Reports / Request: Double Jack game log
« on: January 25, 2012, 11:56:21 am »
I keep hearing about "Double Jack" but I'm not clear on how the strategy works.  Could someone post a game log?

When do you buy the 2nd Jack of All Trades?  Turn 3 or 4?  Does it change things if you get $6 and $3 or $5 and $5 on those turns?

It's between turn 8-11, and the Jacks collide... do you trash one?

Thank you in advance for the help.

2
Game Reports / Hinterlands/Governor game logs from councilroom
« on: October 26, 2011, 02:16:13 pm »
Now Hinterlands/Governor game logs are on councilroom, please post your logs.  Here are some of mine...

It's a trap! I bought too many Spice Merchants and Border Villages
http://councilroom.com/game?game_id=game-20111017-201422-a355b2a5.html

Avoid the 7 coin curse. I buy a Mandarin on Turn 8 with 7 coin and get to top deck 2 Golds for a Turn 9 province.  It looks like topdeckng on Turn 12 might have limited me to a Duchy on turn 13.
http://councilroom.com/game?game_id=game-20111016-170758-6ce35769.html#tko-show-turn-8

Stupid brigands. This is a great example at how Noble Brigand can help cycle your opponent's deck to little effect for you while helping them get Gold purchases into action faster.  I just get trounced here.  When Noble Brigand is a blank Turn 3 and Turn 6, I've essentially lost the game.
http://councilroom.com/game?game_id=game-20111019-191023-a742440b.html#tko-show-turn-3

Read the card!  I buy Cellar with a game plan to be able to discard Fool's Gold to great effect...
wait, that's Tunnel that has a discard ability.  I realize this on Turn 19 and only get lucky to win this game.
http://councilroom.com/game?game_id=game-20111025-200113-2d30e214.html#tko-show-turn-18
  --- tko's turn 18 ---
  (tko draws: 2 Cellars, 2 Fool's Golds, and a Duchy.)
  ...
  --- tko's turn 19 ---
  tko gets +1 action and +$1 from the Fishing Village.
  tko plays a Cellar.
  ... getting +1 action.
  ... discarding 4 cards. 
  ... drawing 4 cards.
 
Hey, wasn't something supposed supposed to happen when I discarded those 2 Tunnels?!?  Doah.

Jack of All Trades counters Sea Hag.
http://councilroom.com/game?game_id=game-20111019-185118-b6b9c937.html

Tunnel not so good vs. Torturer?  Or maybe I didn't buy enough.  My 2 Tunnels only reacted to Torturer on turns 25 & 30.  I snuck out a close victory here by buying the last 2 curses.
http://councilroom.com/game?game_id=game-20111018-193034-4c021bd2.html#Victor-show-turn-25

King's Court + Noble Brigand = Profit.  This game becomes a mirror match where I end up with 21 Coppers and my opponent with 15.  I got the engine built first which is how I got the 5/3 Province edge.
http://councilroom.com/game?game_id=game-20111022-070642-08de03bf.html

Scheme to top deck Smithy is decent and I believe it was pivotal in getting me out to an early lead.  We mirrored Farmlands trashing estates and later selling the farm for provinces.  I did employ a couple Conspirators but my opponent built that side of the combo more.
http://councilroom.com/game?game_id=game-20111022-221319-d575bd9b.html

Jack of all Trades to fuel Duke/Duchy and also combat a Margrave draw engine.
http://councilroom.com/game?game_id=game-20111025-201426-0ad74165.html

And absolute worst for last...
Oooh shiny. I just buy some new cards and play exceptionally bad.  Governor/Herbalist opening - what was I thinking?
http://councilroom.com/game?game_id=game-20111020-211359-dcf0980d.html

[Edits for various misspellings]

3
Simulation / Simulation Challenge - Fishing Village+Envoy to beat BM - Envoy
« on: September 21, 2011, 01:47:28 pm »
As I mentioned in this thread, I was using Geronimoo's Dominion Simulator trying to come up with a Fishing Village + Envoy combo that could compete against BM - Envoy.  The best I can get is 36% wins.  Can anyone approach 50%?

Code: [Select]
<player name="BM - Envoy/Fishing Village">
   <buy name="Province">
      <condition>
         <left type="countCardsInDeck" attribute="Gold"/>
         <operator type="greaterThan" />
         <right type="constant" attribute="0.0"/>
      </condition>
   </buy>
   <buy name="Duchy">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="4.0"/>
      </condition>
   </buy>
   <buy name="Estate">
      <condition>
         <left type="countCardsInSupply" attribute="Province"/>
         <operator type="smallerOrEqualThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Gold"/>
   <buy name="Envoy">
      <condition>
         <left type="countCardsInDeck" attribute="Envoy"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="1.0"/>
      </condition>
   </buy>
   <buy name="Fishing_Village">
      <condition>
         <left type="countCardsInDeck" attribute="Fishing_Village"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="2.0"/>
      </condition>
   </buy>
   <buy name="Envoy">
      <condition>
         <left type="countCardsInDeck" attribute="Envoy"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="3.0"/>
      </condition>
      <condition>
         <left type="countCardsInDeck" attribute="Fishing_Village"/>
         <operator type="greaterThan" />
         <right type="countCardsInDeck" attribute="Envoy"/>
      </condition>
   </buy>
   <buy name="Fishing_Village">
      <condition>
         <left type="countCardsInDeck" attribute="Fishing_Village"/>
         <operator type="smallerThan" />
         <right type="constant" attribute="7.0"/>
      </condition>
   </buy>
   <buy name="Silver"/>
</player>

4
Game Reports / Chapel into King's Court + Jester
« on: September 21, 2011, 01:05:54 pm »
I had one of those game losses that was at least a very fun game to play.

My opponent and I had a mirror match of Chapel into a thin deck, followed by King's Court + Jester which turned ridiculous.
http://councilroom.com/game?game_id=game-20110920-183749-fc3818fa.html

It felt like my opponent always had the upperhand.  Maybe 1st player advantage had something to do with it, but I notice he was wise to Tactician and got it before the 2nd reshuffle, and I followed suit but maybe too late.

It ended very close with my greater amount of Curses causing my game loss when I bought the last Province (that's what I get for not keeping score).  The interesting thing about the Curses is the Turn 17 Curse exchange - he gave me 2 Curses, and I gave him 1 Curse, and lost by 2 points.

When Jester revealed Silver, I was always giving my opponent the Silver in hopes it would stop the King's Court and Jester from teaming up - but it didn't appear to slow the combo down, and who doesn't want a bunch of Silvers in a Province game (he ended with 9 Silvers).

Looking at his ending cards, 6 of each Jester and King's Court plus 3 Tacticians, I see why he was getting the pairing so consistently.

On turn 7, his Jester gave me a 2nd Chapel, and when he discarded my Jester turn 9, that hurt bad.  I draw my 5 cards from Tactician, but of course Jester is in my discard, and I get to King's Court a Chapel for little benefit... except getting rid of the extra Chapel.

5
Game Reports / Is turn 11 to early to buy Duchy?
« on: August 31, 2011, 05:51:58 pm »
In Turn 11 of this game (http://councilroom.com/game?game_id=game-20110830-191019-f2376d0a.html#tko-show-turn-11, I almost bought a Duchy.

I know I made a mistake in this game on Turn 5 getting City which should have been either Farming Village (which would be more useful when my deck greens) or a 2nd Merchant Ship (I shouldn't have discounted this on the fact I wanted to avoid colliding terminals - the plus side of a 2nd ship probably outweighed that risk.

To explain my Turn 11 thinking, I felt like it was going to be a back-and-forth Province buy real soon, and I knew I had a decent amount of Gold that I might be able to pull off adding a Duchy there... however, the pragmatic player in me told me that a Duchy would mess up my future Province buys so obviously I needed a Gold to prepare for keeping my average money high.  What do you think?  Is turn 11 to early for a Duchy purchase?

It was a very close game so it's difficult to draw a conclusion.

6
Game Reports / Trade Route for Duke/Duchy
« on: August 23, 2011, 05:41:03 pm »
In a previous post, I mentioned I was inspired by this article to try Duke/Duchy and did so with Trade Route in this game.

I had another game featuring Trade Route and Duke/Duchy, so I gave it another go.
http://councilroom.com/game?game_id=game-20110822-045420-cbe36310.html

This time, I also used Bureaucrat to give me some extra Silvers and despite opening Trade Route/Bureaucrat, I had 5 Silvers after Turn 6 and Turn 7 allowed me to get a Grand Market.

Note my opponent's Turns 4 & 5 each got him a Gold and Turn 6 got him a Grand Market - he's totally beating me in card quality.  Didn't I read Beyond Silver - what was I thinking?  It looks like I have lost this game already.

So I dip into the Hunting Party on Turn 8 and and he follows me there.  I realize with Trade Route, Bureaucrat, etc., that Hunting Party might not be extremely effective, so I plan to trash Bureaucrat at my 1st opportunity.  I'm also thinking that Gold may mess me up, and between the Silvers, Grand Markets, and Trade Routes, I should be able to make an effective Duke/Duchy go, so I plan to avoid Gold.

On Turn 14 my opponent buys the 1st Province and starts the VP race.  His deck has a ridiculous amount of buying power comparatively and I'm still staring down a losing scenario.  But I get a fantastic draw on Turn 14 where I can trash my Bureaucrat with Trade Route, and buy 2 Duchies.

Now I realize I just sent a signal that I'm going for Duke/Duchy, and I decide to split my two buys and 11 coin on Province/Trade Route on Turn 15 to Jedi mind-trick my opponent that I've given up on Duke/Duchy.

Then on Turn 16 I buy another 2 Duchies.

In my opinion, my opponent has been playing well up to this point, but then has a questionable Turn 17 buying Gold + Village.  I believe my opponent didn't see the Dukes value and was keeping his buying power strong.  He picks up Turn 18: Province, Turn 19: Gold & Grand Market, Turn 20: Hunting Party and I'm still not comfortable.  At Turn 20, I have bought multiple Dukes and Duchies but I feel like he still has me outclassed in card quality and reach - he can just counter buying out the Dukes/Duchies better than I can...

The fact that he doesn't counter doesn't draw a definite conclusion to whether Trade Route is effective at targetting Duke/Duchy.  The point of this game report is that people undervalue Duke and you can use this to your advantage, catch them off guard, throw in a Jedi mind-trick, and maybe Trade Route can get you there.
[edit to fix misspellings]

7
Council Room Feedback / Is www.CouncilRoom.com still online?
« on: July 14, 2011, 02:39:35 pm »
Is www.CouncilRoom.com still online?  I'm getting an error when I try to visit the page.

8
Dominion General Discussion / Masquerade countered effectively
« on: July 13, 2011, 04:36:38 pm »
This game countered my opening Masquerade with a draw engine into Baron (to make use of the extra Estates) or Remodel.  I struggled to catch up and failed miserably.  I was wasting time with silly cards like Gold when Fishing Village + Smithy was faster.  My opponent's play reminded me of when I played BSW's premade set (Village Square) where I would open with Remodel and laugh off opponents buying Gold.

9
I got the following hand and imagined there is some optimal though not obvious play yet I couldn't figure it out.
    2 Shanty Towns, 2 King's Courts, 1 Horse Traders

How would you play that hand?

I entered up getting 9 coin from KC'd Horse Traders and buying a Platinum.

   --- tko's turn 27 ---
   tko plays a King's Court.
   ... and plays a King's Court.
   ... ... and plays a Shanty Town.
   ... ... ... revealing a Shanty Town and a Horse Traders.
   ... ... ... getting +2 actions.
   ... ... and plays the Shanty Town again.
   ... ... ... revealing a Shanty Town and a Horse Traders.
   ... ... ... getting +2 actions.
   ... ... and plays the Shanty Town a third time.
   ... ... ... revealing a Shanty Town and a Horse Traders.
   ... ... ... getting +2 actions.
   ... and plays the King's Court again.
   ... ... and plays a Horse Traders.
   ... ... ... getting +1 buy and +$3.
   ... ... ... discarding 1 card.
   ... ... and plays the Horse Traders again.
   ... ... ... getting +1 buy and +$3.
   ... ... ... discarding nothing.
   ... ... and plays the Horse Traders a third time.
   ... ... ... getting +1 buy and +$3.
   ... ... ... discarding nothing.
   ... and plays the King's Court a third time.
   ... ... but plays no action with it.
   tko buys a Platinum.


Note I made a severe misclick on another turn this game where I could have played Goons twice and ended up losing pretty bad so I'm not proud of this game... but I've been puzzling about this hand.

10
After a 5-game losing streak, I finally won today with my play group at work.  It's mostly multi-player Dominion, and while I once had an 8-game winning streak, I've also had an 8-game losing streak, and an infamous & depressing 11-game losing streak (it was a bad January) with the same play group.  I checked CouncilRoom and found that I had an 11-game winning streak recently on isotropic which is some comfort.

Anyone have a similarly infamous & embarrassing losing streak, or have a winning streak to brag about?

11
Game Reports / Anyone have a game log for Turbo-Remake?
« on: June 29, 2011, 02:18:38 pm »
Lately I've been reading the terms Turbo-Upgrade and Turbo-Remodel.  I assume Throne Room or King's Court serves as the "Turbo" but that's just a guess.  Anyone have a game log for Turbo-Remake?

Thanks in advance!

12
Game Reports / Poor end game skillz
« on: June 21, 2011, 10:31:00 am »
I know there is a problem with my end game, but I'm not sure how to correct it.
 
In this game, on Turn 16, I get a 16-coin/2-buy turn where I buy 2 Provinces, leaving only 1 remaining... should I have bought Province/Dutchy instead?
http://councilroom.com/game?game_id=game-20110620-042225-35794a0f.html

13
I had a scenario with +1 from a prior Fishing Village, playing a new Fishng Village for +1, and I had 3 Copper.  Is 3 Copper too few to buy a Mint to trash 3 Coppers?
 
Note I have a Gold in my deck at this point.
 
Thanks in advance for the feedback.

14
I played this Kingdom today (not on isotropic):
    Farming Village, Harvest, Horse Traders, Hunting Party, Jester, Minion, Nobles, Pawn, Steward, Swindler

I bought 1 Minion and a couple times regretted it as opponent's Horse Traders would both improve their hand and counter the discard option.  Later, I even discarded Minion with my own Horse Traders so I didn't give the benefit to my opponents since the VP race was so tight.

In this kingdom, if your opponents have Horse Traders, would you avoid Minion?


15
Dominion General Discussion / Using Steward's +2 coin early
« on: June 15, 2011, 02:51:54 pm »
When is it a good idea to use Steward's +2 coin option (instead of trashing) on turn 3/4 to pick up a 5-cost card?

To simplify, let's imagine kingdoms where there is only 1 5-cost card:
Mountebank
Witch
Laboratory
Treasury
Market

For example, if you can get 3 Labs, Steward trashing can be done efficiently mid-game.  Mountebank and Witch seem like excellent candidates but is there a benefit to trashing so if you buy them turns 5/6, you cycle into them faster than the player who Steward'd +2 coin on turn 3?  Finally, either Market or Treasury seem like bad options and I would likely rather trash.

Thoughts?

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